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[M] (2) Umbra Divide

Forum Index > SC2 Maps & Custom Games
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Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2012-04-20 19:51:11
March 14 2012 22:14 GMT
#1
1.0

[image loading]

+ Show Spoiler [Analyzer] +

[image loading]
[image loading]
[image loading]


I took a map making break for a while but here is my latest attempt: Umbra divide. This map is sort of built upon one of my last maps, Rattlesnake Ridge. For example, like Rattlesnake Ridge, I have a center that, while traversed, can put your army is a disadvanageous postition. I wanted to ease up on that aspect a little bit in this map and make space control a little more important. It also draws notes/inspiration from maps like Sungsu Crossing, Daybreak and some other recent competetive maps.


Concerns:

Middle is too constricting to map movement.
10/5 o clock areas are very awkward right now.
3rd base is too far from nat.

As I've always said: be honest. Constructive critisism is what I came for. Please read the plans thread for details on my current concerns.

P.S. It's not even close to finished yet and I'm aware of some of the glaring flaws.


+ Show Spoiler [Old Versions] +

+ Show Spoiler [Plans] +
Unfortunately, I find the 11/5 areas on the map kind of awkward. + Show Spoiler +
[image loading]


I was thinking maybe I could do something like this:
+ Show Spoiler +
[image loading]

Unfortunately that leaves a lot of air space and removes a whole base. This is my current idea to solve that issue. It's a bit of a compromise. It reduces the airspace a little bit and adds a half base to the area.:
+ Show Spoiler +
[image loading]

The half base feels a little useless though.
This also includes other potential changes I've been thinking about. Some are mutually exclusive, some aren't, let me know what you think. Part of the reason I posted this thread was specifically to gain feedback in this area.

Also, the middle might be too chokey/constricting. I've been told that it would be too hard to traverse the map.


+ Show Spoiler [0.2] +
[image loading]

+ Show Spoiler [0.1] +

[image loading]
+ Show Spoiler [Analyzer] +

[image loading]
[image loading]
[image loading]


TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
March 14 2012 23:38 GMT
#2
i like it.
+ Show Spoiler +
a sugguestion for one of your problems
[image loading]

Uploaded with ImageShack.us
Live Fast Die Young :D
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 15 2012 00:01 GMT
#3
I like what's here so far.

The height disparity between the main and the 3rd can act to hinder vision of the low ground, for the bottom player. Simply add a small gap between the two bases and there should be no problem.

Also, I wanna ask whether the high ground pods are meant to be unpathable? If so, fine, if not, there might be some issues. Maybe leave the ones near the 5th base open, for late-game colossi shenaniganry or whatnot.

As a side note, that sixth base area doesn't really look out of place to me, I don't really think there's all that much wrong with that area of the map to warrant much of a change. It looks fine.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
RumbleBadger
Profile Joined July 2011
322 Posts
March 15 2012 00:41 GMT
#4
I agree that part of the map is very awkward.

My suggestion: Push that last base towards the side of the map so it is more 'behind' the fifth. Then just include one ramp going up to it I would say in the top left to bottom right direction. Probably about three wide.

Something like this: http://i.imgur.com/QYRDe.jpg
Games before dames.
Antares777
Profile Joined June 2010
United States1971 Posts
March 15 2012 01:59 GMT
#5
I like this map, it reminds me of Sungsu Crossing and Odyssey because of the middle strip that connects the naturals, with the rest of the map lower than it.

Here's what I think:
[image loading]

I like the general concept, but I feel that it needs a more defined layout for this style of map to function properly, which was one of the reasons by Sungsu Crossing AE was not considered a good map. I would also recommend looking at maps like Odyssey and maybe even The Grid. Odyssey has the same type of linear nat to nat path that is on high ground in relation to the rest of the map. The expansion pattern on Odyssey is very defined: you have your nat, then your third, then your fourth. No questions asked. On Sungsu Crossing? Not really...

On this map? Yes. Not as much as Odyssey though, in my opinion. I think that the best change that can be made to this map is shrinking those two ramps in the center. It is a subtle change, but makes attacking the last expansions for the defending player a little bit more awkward for the defender. The other changes I've highlighted are a bit more personal preference. I like to have the last expansion be a mono-entrance one, and here I think it could work well without making the map imbalanced.

Regardless of what you decide to do with this map, try to base it off of Odyssey instead of Sungsu Crossing.

Kmatt
Profile Joined July 2011
United States1019 Posts
March 15 2012 02:25 GMT
#6
Would it be asking too much to consider changing or removing those 4 squares? I only ask because, as a Zerg player, I find that there's really no place that;s good to engage an army of almost any size. All those chokes would just funnel into a meatgrinder.
We CAN have nice things
Pocky52
Profile Joined November 2011
United States463 Posts
March 15 2012 02:29 GMT
#7
I think that the high ground cliffs in the middle sort of constrict movement in the middle. The removal of those cliffs or the widening of the center lane would open it up a bit. I realize you're trying to add some chokes, but there are already tight spaces on those lower grounds.

I'm not sure how I feel about the expansion patterns. Naturally, it's clear that there will almost always be a vertical split, however at the same time the bases seem to get a little close at the 6th/nat... and while there is a considerable land distance between the expos, they are quite close by air. One of the problems with the 6th is that one of your 2 entrances goes around further, and essentially serves no purpose (the one that curves away). It is slightly closer, and has a wider choke going up the ramp, but still provides marginal value. A slight alteration, like RumbleBadger's I think would be beneficial. Your proposed change of bringing it in makes it even more difficult to take, and as a sixth base, seems some what extraneous maybe? Not sure how to explain it, but I do not think bringing it in is the right solution. It makes the map seem to have quite a bit of circle syndrome, or whatnot as the last base ends very close to the nat (closer by ground if you move it up).

On your other proposed changes, I think the more middle high ground cliff is fine where it is, and if you moved it back, it would be in the middle of the ramps, and disrupt what I feel seems to be a "flow". The upper left/bottom right ones I think could be made smaller or something to open it up a bit. Perhaps consider chasms or whatever, since even though it creates the chokes and what not, they have different dynamics than the high ground parts. This holds especially true with tanks, which I think would help Terran defend those areas a little better, especially since they have the more immobile army and what not. I agree with you, in that I think the sixth is awkward, but I think the entire area with the sixth and the fifth too needs to be revised. If you look at the 3 paths between between them, I think that creates the most "awkwardness". The paths just seem like they'd only be used in specific situations, ie attacking the fifth, attacking the sixth, moving to sixth from fifth, and so on, and the traffic if you will makes some of the paths just not as good, since you need to go out of your way to meet you enemy's army, and I think it creates the wrong dynamic.

Another thing that sort of goes with this is that there are no Xel'naga towers. Normally people look at this as a good thing, but here I don't think it is... The map set up has a very concise expansion pattern, and a defined split. I think that it actually makes it too hard to defend one's whole side, as the middle high ground is pretty short, and makes being on the offensive easier. I honestly have no idea how I'd implement them, but I think XNT's or LOS Blockers would create a bit more movement and action on this map. This map just seems boring to play on. This doesn't mean you need gimmicks on it, and it isn't even necessarily bad, but I think livening it up and making it allow for more back and forth would be good.

Sorry I didn't provide much of a holistic view that would be more helpful. This map is a good map, but like I said, it ends up being too boring I think. There are things that can be done better, but there are plenty of things that could be improved as well. I look forward to seeing your developments!
Janders
Profile Joined June 2011
Mexico222 Posts
Last Edited: 2012-03-15 04:18:40
March 15 2012 04:08 GMT
#8
[image loading] maybe the changes are not what you are looking for . the 4 minerals instead of 8 dosent mean half a base.
:D
Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2012-03-15 04:34:24
March 15 2012 04:17 GMT
#9
After reading through this and looking at it again, I agree with most of you, my proposed changes kind of suck.

I agree with many of Antares777s views. I'm also implementing some of his suggestions. I didn't like shrinking the center ramp at first, but when I actually did a little battle mockup and thought about it some more I decided it made sense. I also implemented a modified version of your changes to the 6th. I think it flows a lot better there now but I still think it could be improved.

@Pocky52, I'm not sure I want to widen up the centre yet but the option is there. I do think you're right in that the map needs some LOS blockers or something to spice up movement a little bit though.

@Janders: I'd like to put the 6th there but unfortunately that would probably put the nat within siege range of the 6th. Oi!

Here is a mockup of some changes I'm thinking of making:

+ Show Spoiler +
[image loading]


edit: BTW, I've noticed that this thread already has significantly more page views than some of my older maps. Now, this might be because my older maps are far worse than this map but I like to think the community is getting more involved in the mapping scene.
Janders
Profile Joined June 2011
Mexico222 Posts
Last Edited: 2012-03-15 04:23:48
March 15 2012 04:20 GMT
#10
oh! i was thinking that base was like a weird 3rd or a 4th, i would like that base as a possible third, i like having 2 options for a third and also helps with making the 4th easier to secure.
:D
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 15 2012 08:03 GMT
#11
Can I just say that the commenters Paint / Photoshop skills are improving by the day
KCCO!
Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2012-03-15 19:45:57
March 15 2012 19:41 GMT
#12
I went ahead and made most of the changes I said I would. Version 0.2 is up now as well as published on NA under the name Umbra Divide.

Changes:
-6th base revamp
-LOS blockers on lowground path parallel to high ground 4th.
-Middle area ramp made less wide.
-5th moved slightly further to the edge of the map.

Like I said above, I think the 6th definitely flows better now, however, it's still not perfect.

@Kmatt. The map is deceptively open in some areas. If it turns out to be an issue I'll definitely change it though.

@NewSunshine, Originally I was planning to make the pods unpathable but I think you might be right, it might be interesting to preserve it as it is right now.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 20 2012 23:39 GMT
#13
How have I never seen this map before? This is your best work yet phried nice job.

I will probably come back and give meaningful comments after I read the thread and think about it more.
Comprehensive strategic intention: DNE
Phried
Profile Joined June 2011
Canada147 Posts
April 21 2012 01:23 GMT
#14
@EatThePath Hey thanks man, I really appreciate the kind words. I always look forward to your analysis.

I guess you can consider this post the aesthetics update.

Changelog:
Improved aesthetics. I prefer simple, readable aesthetics over elaborate, albeit incredibly beautiful work. Partly because I like to keep readability as well as performance high and partly because I'm horrible at aesthetics. That said, for some reason you can't really see all of the aesthetic touches I made to this map. Fog + Water for example.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2012-04-21 05:26:55
April 21 2012 05:02 GMT
#15
I'm sure the starting positions are top-right and bottom-left, but just personally, I would indicate that.
A less finicky request now, it is always a good idea to list the playable dimensions.
Personally I would remove just a little of the land in the main between the minerals of the main and third, so in the bottom main, it would be the top left corner of it. I would make that bit water/[other dead space only flyers can move on].
As I see it, that would make it a little easier for mutalisks, medivac/warp prism drops etc. to get in with a better chance of avoiding damage from ground units (because the ground units can't hit them from as far out), but due to te exact positioning, it could also act as an interesting lure, where there is still plenty of space for players to deal with the drops/mutas/etc., so it can entice players into making the drop, but they really still have to be careful. As I see it now, I feel like the main just looks a little too chunky and that there should be a tad more space for air on those sides. It can mean that zerg can try to scout in a bit further with an overlord, which can probably hover safely to check for the opponent's third timing, but can easily be foiled by a thor/viking/other flying unit that can hunt it, just more than a turret on the edge anyway, but just gives that little space for safety if the opponent does not push it out (so safe from up to 7 ground range standing at the edge but not from 8+, that sort of distance).
This also means that annoying, pesky banshees, warp prisms etc can hover JUST out of range of most AA, in a tight resting lace where they'd darned well better be careful because if they bunch up too close (thinking of mutalisks now) and then try to move in without first sending one to scout the main and a thor is anywhere near, so much damage!
Punishment(!) but also the opportunity for a little hiding spot, not an entire aerial corridor, but a mostly safe spot.
I'm just trying to add ideas I think should be balanced but interesting for play.
Another merit I see to this chance is that it limits the amount space that reapers and blink stalkers can use to jump up and down from.
Blink Stalkers are more easily punished for using blink in poor timing (and not having it available when they really need it, less space meaning less space to avoid ground only units chasing them, less distance for defenders to travel to deal with improperly/lazily used stalkers trying to switch between harassing the third and main).
Less space there also means reapers have less room for error if recklessly jumping up to the high ground without knowing what's up there due to less space for them to jump onto (less guesswork for the defender, though they can usually see the reapers on low ground if they are on the high ground).
Tighten the bases a little more
Just be sure not to put them so close together that stalkers can blink wherever they ruddy well like, from plateau to plateau.
I like to test base-base scouting distances (gives a good idea of non-scouting distances for armies too, of course), nat-nat, main-own nat for ensuring defending nat vs air with queens is not (maybe -_-)unintentionally stupidly hard like on Arid Plateau, Crevasse, Searing Crater, Abyssal Caverns and Backwater Gulch, this distance would also affect things like defending your main and natural vs mutalisk harassment. Things like the relationship between base to base distances and one's own main-natural distances affect how strong banshee/drop all-ins are, ground rush distances obvously, so I'll get back to you with a comparison of some distances.
I have an idea for Xel'Naga Tower placement (probably a little more late game orientated placement) and sight-blocking reeds/trees, just an idea, I'll link the picture when I've made it.
EDIT: I was looking at version 0.1 but one of my ideas for sight blockers+towers won't really work there now. The ideas will change then, but I've got some to throw at you still, I hope someone will like them. :D
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
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